AD&D Regalia of Might book of artifacts

DND Artifacts – The Regalia of Might: The Ultimate Artifacts of Dungeons & Dragons

BOOK OF ARTIFACTS

ARTIFACTS INDEX

Introduction: What are the Regalia of Might?

The Regalia of Might are a set of powerful artifacts that appear in the Book of Artifacts, a supplement for the Advanced Dungeons & Dragons 2nd edition game. The Regalia of Might are the ultimate symbols of authority and power in the multiverse, and they are coveted by many beings, both mortal and divine. The Regalia of Might are divided into three different sets, one for each ethos—Good, Neutrality, and Evil. Each set consists of three pieces—a crown, orb, and scepter. These pieces have different appearances and abilities depending on the alignment of the wielder. In this article, we will explore the history, lore, and mechanics of the Regalia of Might, and how they can be used in your Dungeons & Dragons campaigns.

The Regalia of Good: The Artifacts of Light and Life

The Regalia of Good are the artifacts that represent the ethos of goodness, benevolence, and harmony in the multiverse. They are the most beautiful and radiant of the three sets of Regalia, and they are imbued with powers that aid and protect their wielders and their allies. The Regalia of Good consist of the following pieces:

  • The Crown of Good is a thin coronet of twisted silver, decorated with incredibly detailed golden leaves of laurel, so that the whole thing looks like a victor’s wreath. When worn by a like-aligned creature, the crown radiates a brilliant light that obscures the wearer’s face. The Crown of Good grants the following benefits to its wearer:
    • A +4 bonus to Charisma.
    • Immunity to fear, charm, and mind-affecting effects.
    • The ability to cast cure serious wounds three times per day.
    • The ability to cast holy word once per day.
  • The Orb of Good is a sphere of purest crystal, encased in a filigree cage of golden laurel leaves. As large as a cannonball, it is nonetheless quite light and easy to carry. The Orb of Good grants the following benefits to its wielder:
    • A +4 bonus to Wisdom.
    • Immunity to disease, poison, and death effects.
    • The ability to cast heal three times per day.
    • The ability to cast resurrection once per day.
  • The Scepter of Good is a slender rod of polished crystal, entwined with verdant vines of silver and gold and topped with a gem that blazes with brilliant white light. The Scepter of Good grants the following benefits to its wielder:
    • A +4 bonus to Intelligence.
    • Immunity to fire, cold, and electricity damage.
    • The ability to cast sunburst three times per day.
    • The ability to cast gate once per day.

The Regalia of Good are the most sought-after artifacts by the forces of good in the multiverse, as they can tip the balance in any conflict against evil. However, they are also the most elusive and well-guarded, as they are hidden in a secret location known only to a few chosen beings. Only those who are worthy and pure of heart can hope to find and wield the Regalia of Good.

The Regalia of Neutrality: The Artifacts of Balance and Harmony

The Regalia of Neutrality are the artifacts that represent the ethos of neutrality, impartiality, and harmony in the multiverse. They are the most subtle and discreet of the three sets of Regalia, as they reflect the somewhat passive role of most neutral powers. They are imbued with powers that maintain and restore the natural order and balance of things. The Regalia of Neutrality consist of the following pieces:

  • The Crown of Neutrality is carved from a single piece of smoky quartz, polished dazzlingly smooth; when worn, the creature’s face is concealed behind a shimmering smoky veil that radiates from the Crown. The Crown of Neutrality grants the following benefits to its wearer:
    • A +2 bonus to all ability scores.
    • Immunity to alignment-based effects, such as detect evilprotection from good, etc.
    • The ability to cast dispel magic three times per day.
    • The ability to cast balance once per day. This spell restores the natural balance in an area by removing any magical or unnatural effects that favor one alignment over another.
  • The Orb of Neutrality is a smoky quartz held within a cage of green jade, carved like smoke. The Orb of Neutrality grants the following benefits to its wielder:
    • A +2 bonus to all saving throws.
    • Immunity to elemental damage (fire, cold, acid, etc.).
    • The ability to cast reincarnate three times per day. This spell brings back a dead creature in a new body, chosen randomly from a list of natural creatures.
    • The ability to cast planar ally once per day. This spell summons a powerful neutral creature to aid the caster for a short time.
  • The Scepter of Neutrality is a rod almost as long as a staff. It is made from smoky quartz and sparkles with flashes of light – some brilliant white, others blood red. When gripped, a thin wisp of smoke trails from the tip. The Scepter of Neutrality grants the following benefits to its wielder:
    • A +2 bonus to attack and damage rolls.
    • Immunity to critical hits and sneak attacks.
    • The ability to cast prismatic spray three times per day. This spell unleashes a rainbow of rays that have different effects depending on their color.
    • The ability to cast antimagic field once per day. This spell creates an area where magic does not function.

The Regalia of Neutrality are the most elusive and mysterious artifacts in the multiverse, as they are hidden in places that are neither good nor evil, neither lawful nor chaotic. They are often guarded by powerful neutral beings, such as druids, elementals, or modrons. Only those who seek balance and harmony can hope to find and wield the Regalia of Neutrality.

The Regalia of Evil: The Artifacts of Darkness and Destruction

The Regalia of Evil are the artifacts that represent the ethos of evil, malevolence, and discord in the multiverse. They are the most cruel and terrifying of the three sets of Regalia, and they are imbued with powers that harm and destroy their enemies and their surroundings. The Regalia of Evil consist of the following pieces:

  • The Crown of Evil is a single piece of black iron, cast into the form of a flaming headpiece. The craftsmanship is harsh and the iron is filled with impurities that leave the surface coarse. When worn by an evil creature, the iron flames blaze into reddish light and magical flames (that cause no harm) lap and flicker over the head, concealing the wearer’s face. The Crown of Evil grants the following benefits to its wearer:
    • A +4 bonus to Strength.
    • Immunity to pain, fear, and mind-affecting effects.
    • The ability to cast inflict serious wounds three times per day.
    • The ability to cast blasphemy once per day.
  • The Orb of Evil is a iron sphere, pitted and scarred, of apparently crude workmanship. The sphere is bound in chains of iron, equally harsh and crude-looking. Red sparks fly from the orb at the slightest touch. The Orb of Evil grants the following benefits to its wielder:
    • A +4 bonus to Constitution.
    • Immunity to disease, poison, and death effects.
    • The ability to cast harm three times per day.
    • The ability to cast destruction once per day.
  • The Rod of Evil is a staff of iron, draped with chains that clank and rattle. A flame of red fire (that radiates no heat) springs from the top. The Rod of Evil grants the following benefits to its wielder:
    • A +4 bonus to Dexterity.
    • Immunity to fire, cold, and electricity damage.
    • The ability to cast fireball three times per day.
    • The ability to cast imprisonment once per day.

The Regalia of Evil are the most feared and hated artifacts in the multiverse, as they can cause untold suffering and devastation in any conflict against good. However, they are also the most coveted and contested, as they are often stolen or fought over by various evil factions. Only those who are ruthless and ambitious can hope to find and wield the Regalia of Evil.

History of the Regalia of Might: The Pact of the Gods

The History of the Regalia of Might is a fascinating and mysterious topic, as it involves the ancient secrets and conflicts of the gods themselves. The Regalia of Might are not mere mortal creations, but divine artifacts that were forged by the powers of Good, Neutrality, and Evil to end a cosmic war that threatened to destroy the multiverse. The following timeline summarizes the main events that led to the creation and use of the Regalia of Might:

  • Before recorded time: The gods wage an eternal war in the Outer Planes, using their mortal creations as pawns and proxies. The war causes immense waste and destruction in the multiverse, and many worlds and planes are devastated or corrupted by the divine conflict.
  • One millennium before recorded time: The wisest deities agree that the war must end, and propose a pact to settle their differences. Each ethos—Good, Neutrality, and Evil—will outfit a champion who will represent their faction in future conflicts. Three items—objects of celestial might—will be given to each champion: the crowns, orbs, and scepters. These items will be known as the Regalia of Might, and they will be the ultimate symbols of authority and power in the multiverse. The deities enforce their will upon the dissenting powers, and set a deadline of one millennium to finish their work.
  • The dawn of recorded time: The deities finish their work, and each ethos presents its Regalia of Might. The Regalia are cloaked by a powerful illusion that makes them all look identical, to prevent theft or sabotage by rival factions. Only when wielded by a like-aligned creature, the Regalia reveal their true appearance and abilities. The deities choose their champions from among their most faithful and powerful followers, and bestow upon them the Regalia of Might. The champions are instructed to use the Regalia only in times of great need, and to guard them with their lives. The deities also warn their champions that the Regalia are not without drawbacks, as they can corrupt or consume their wielders if used unwisely or excessively. The deities then withdraw from direct involvement in mortal affairs, leaving their champions to carry on their will.
  • The first age: The champions of Good, Neutrality, and Evil use the Regalia of Might sparingly, as they are aware of their dangers and responsibilities. They also respect each other’s domains and boundaries, as they know that any conflict between them could escalate into a new war that would endanger the multiverse. The Regalia of Might are revered and feared by mortals, who regard them as signs of divine favor or wrath. The champions also establish cults and orders around themselves, to protect and serve them and their Regalia.
  • The second age: The champions of Good, Neutrality, and Evil grow restless and ambitious, as they seek to expand their influence and power in the multiverse. They begin to use the Regalia of Might more frequently and aggressively, often clashing with each other or with other powers. The Regalia of Might also begin to affect their wielders’ personalities and morals, making them more arrogant, fanatic, or paranoid. The cults and orders around them also become more zealous and violent, often causing strife and suffering among mortals. The Regalia of Might are coveted and hated by mortals, who regard them as sources of trouble or temptation.
  • The third age: The champions of Good, Neutrality, and Evil become corrupted and consumed by the Regalia of Might, as they lose control over their actions and emotions. They also lose contact with their patron deities, who have grown distant or displeased with them. They become obsessed with using the Regalia of Might for their own ends, regardless of the consequences for themselves or others. They also become targets for other powers who seek to steal or destroy the Regalia of Might. The cults and orders around them also become corrupted or betrayed by internal or external forces. The Regalia of Might are feared and despised by mortals, who regard them as curses or plagues.
  • The end of the third age: The champions of Good, Neutrality, and Evil disappear from history, along with their Regalia of Might. No one knows for sure what happened to them or their artifacts, but there are many rumors and legends. Some say that they were killed by enemies or rivals who took or destroyed their Regalia. Some say that they were destroyed by their own Regalia, which turned against them or consumed them. Some say that they were recalled by their patron deities, who took back their Regalia or punished them for their failures. Some say that they hid themselves and their Regalia in secret locations, where they still wait for a new opportunity or challenge.

The History of the Regalia of Might is a tale of divine intervention, mortal ambition, and cosmic consequences. It is a tale that has shaped and influenced the multiverse for ages, and that still holds many secrets and mysteries. It is a tale that warns of the dangers and responsibilities of wielding great power, and of the balance and harmony that must be maintained in the multiverse. It is a tale that inspires awe and wonder, fear and dread, hope and despair. It is a tale that is not over yet, as the Regalia of Might may still exist somewhere, waiting for a new champion or a new conflict.

History of the Regalia of Might: The Distribution of the Artifacts

The History of the Regalia of Might continues with the distribution of the artifacts among the three ethos—Good, Neutrality, and Evil. The deities had agreed to create and present their Regalia of Might within a millennium, and they kept their word. However, the process and the outcome were different for each ethos, as they reflected their nature and values. The following timeline summarizes the main events that followed the creation of the Regalia of Might:

  • The end of the first millennium: The deities reconvene to approve the results of their work. The craftsmen of Good present their Regalia first, as they had worked in harmony and cooperation to prepare their items. The victors of Neutrality present their Regalia second, as they had competed and negotiated to produce their items. The trickster god of Evil presents his Regalia last, as he had stolen and sabotaged his items from others. The wise deities are content and proclaim the great wars ended. They also announce the rules for using and guarding the Regalia of Might.
  • The beginning of the second millennium: The deities choose their champions from among their most faithful and powerful followers, and bestow upon them the Regalia of Might. The champions are instructed to use the Regalia only in times of great need, and to guard them with their lives. The deities also warn their champions that the Regalia are not without drawbacks, as they can corrupt or consume their wielders if used unwisely or excessively. The deities then withdraw from direct involvement in mortal affairs, leaving their champions to carry on their will.
  • The second millennium and beyond: The deities watch over their Regalia in different ways, according to their ethos. The deities of Good hold theirs as a group, and make them available to any power who should need them. The deities of Neutrality rotate theirs among themselves, and give each owner absolute control over them. The deities of Evil fight over theirs constantly, and grant possession to whomever is strong enough, devious enough, and savage enough to take and hold them. The Regalia of Might become much contested items, used in various conflicts and quests throughout the multiverse.

The History of the Regalia of Might shows how the artifacts were distributed and used by the different ethos, and how they affected their wielders and followers. It also shows how the artifacts reflected and influenced the nature and values of each ethos, and how they shaped and changed the multiverse over time. It is a tale that reveals the diversity and complexity of the divine powers, and their interactions and conflicts with each other. It is a tale that is still unfolding, as the Regalia of Might may still be in circulation somewhere, waiting for a new owner or a new purpose.

Owners of the Regalia of Might: The Champions and Their Fates

The owners of the Regalia of Might are the champions chosen by the deities of Good, Neutrality, and Evil to wield their artifacts and represent their ethos in the multiverse. The owners of the Regalia of Might have changed over time, as some have died, disappeared, or been replaced by new champions. The following timeline summarizes the main owners of the Regalia of Might and their fates:

  • The first owners: The first owners of the Regalia of Might were chosen by the deities at the dawn of recorded time, after they had finished creating and presenting their artifacts. The first owners were among the most faithful and powerful followers of their patron deities, and they were bestowed with the Regalia of Might as a sign of divine favor and trust. The first owners were:
    • The Champion of Good: A celestial being of light and life, who was chosen by a council of good deities to wield the Regalia of Good. The Champion of Good was a benevolent and noble leader, who used the Regalia to aid and protect the forces of good in the multiverse. The Champion of Good was revered and loved by mortals, who regarded him as a savior and a hero.
    • The Champion of Neutrality: A primordial being of balance and harmony, who was chosen by a lottery of neutral deities to wield the Regalia of Neutrality. The Champion of Neutrality was a calm and wise mediator, who used the Regalia to maintain and restore the natural order and balance in the multiverse. The Champion of Neutrality was respected and admired by mortals, who regarded him as a teacher and a guide.
    • The Champion of Evil: A fiendish being of darkness and destruction, who was chosen by a duel of evil deities to wield the Regalia of Evil. The Champion of Evil was a cruel and ambitious conqueror, who used the Regalia to harm and destroy the enemies of evil in the multiverse. The Champion of Evil was feared and hated by mortals, who regarded him as a tyrant and a villain.
  • The second owners: The second owners of the Regalia of Might were chosen by different methods, depending on their ethos, after the first owners had disappeared or been replaced. The second owners were among the most influential and powerful beings in their respective domains, and they were granted or obtained the Regalia of Might as a sign of prestige and authority. The second owners were:
    • The Paladin: A human warrior of justice and honor, who was chosen by a divine vision to wield the Regalia of Good. The Paladin was a brave and loyal knight, who used the Regalia to fight and defend against the forces of evil in the multiverse. The Paladin was honored and praised by mortals, who regarded him as a champion and a leader.
    • The Druid: An elf shapeshifter of nature and magic, who was chosen by a mystical ritual to wield the Regalia of Neutrality. The Druid was a serene and mysterious guardian, who used the Regalia to preserve and heal the natural world in the multiverse. The Druid was revered and followed by mortals, who regarded him as a master and a friend.
    • The Lich: A human wizard of necromancy and immortality, who was chosen by his own cunning to wield the Regalia of Evil. The Lich was a ruthless and powerful tyrant, who used the Regalia to enslave and kill the living in the multiverse. The Lich was despised and opposed by mortals, who regarded him as an enemy and a threat.
  • The third owners: The third owners of the Regalia of Might are unknown or uncertain, as they have not been seen or heard from for a long time. The third owners may have been chosen by fate or chance to wield or possess the Regalia of Might, or they may have hidden or lost them somewhere in the multiverse. The third owners may be:
    • The Angel: A celestial being of grace and mercy, who may have been chosen by a prophecy to wield or find the Regalia of Good. The Angel may be a compassionate and gentle healer, who may use or seek the Regalia to restore and bless the forces of good in the multiverse. The Angel may be unknown or awaited by mortals, who may regard him as a hope or a legend.
    • The Wanderer: A planar being of curiosity and adventure, who may have been chosen by luck to wield or stumble upon the Regalia of Neutrality. The Wanderer may be a cheerful and clever explorer, who may use or discover the Regalia to travel and learn about the multiverse. The Wanderer may be unknown or encountered by mortals, who may regard him as a friend or a stranger.
    • The Demon: A fiendish being of chaos and malice, who may have been chosen by force to wield or steal the Regalia of Evil. The Demon may be a savage and cunning warlord, who may use or covet the Regalia to ravage and corrupt the multiverse. The Demon may be unknown or feared by mortals, who may regard him as a scourge or a nightmare.

The owners of the Regalia of Might are the champions and their fates, who have wielded or possessed the artifacts and represented their ethos in the multiverse. The owners of the Regalia of Might have changed over time, as some have died, disappeared, or been replaced by new champions. The owners of the Regalia of Might have also influenced and been influenced by the artifacts, as they have used their powers and faced their drawbacks. The owners of the Regalia of Might are still a mystery and a mystery, as they may still exist somewhere, waiting for a new opportunity or a new challenge.

Powers of the Regalia of Might: The Abilities and Drawbacks of the Artifacts

The Powers of the Regalia of Might are the abilities and drawbacks of the artifacts that were forged by the deities of Good, Neutrality, and Evil to end a cosmic war. The Powers of the Regalia of Might are different for each piece and each set of Regalia, as they reflect the nature and values of their creators and wielders. The Powers of the Regalia of Might are also affected by the number and combination of pieces that are acquired, as they resonate and amplify with each other. The Powers of the Regalia of Might are both a blessing and a curse, as they can grant great benefits but also pose great risks to their users. In this section, we will explore the Powers of the Regalia of Might in detail, and how they can be used or abused in your Dungeons & Dragons campaigns.

Powers and Curse of the Crown of Good: The Abilities and Drawbacks of the Coronet of Light

The Powers and Curse of the Crown of Good are the abilities and drawbacks of the coronet of light, one of the pieces of the Regalia of Good. The Crown of Good is a thin coronet of twisted silver, decorated with incredibly detailed golden leaves of laurel, so that the whole thing looks like a victor’s wreath. When worn by a like-aligned creature, the crown radiates a brilliant light that obscures the wearer’s face. The Powers and Curse of the Crown of Good are as follows:

  • Constant: The Crown confers upon the wearer a Wisdom and Charisma of 21, including all benefits for bonus spells, magical defense, spell immunities, and reaction adjustments. This means that the wearer can cast more spells per day, resist more spells from enemies, be immune to certain spells based on their level, and have a better chance to persuade or intimidate others.
  • Invoked: The Crown can create a minor globe of invulnerability around the wearer once per day. This is a spherical barrier that protects the wearer from low-level spells (up to 3rd level) cast by enemies. The globe lasts for one round per level of the wearer, or until dispelled.
  • Random: The Crown possesses two abilities from Table 15: Detection. These are randomly determined by rolling 1d20 twice on the table. The abilities allow the wearer to detect various things, such as alignment, magic, traps, invisibility, etc. Each ability can be used once per day, for one turn per level of the wearer.
  • Curse: The Crown, like all the pieces of Regalia, is attuned only to its alignment ethos. Neutral characters who touch the Crown of Good suffer 5d6 points of damage (no saving throw, excepting neutral good characters, who are allowed a saving throw vs. spell to halve this effect). Evil characters who touch the Crown of Good must save vs. death, and those who succeed still suffer 5d6 points of damage. Among good characters, only those of a lawful heart can use all the item’s powers. For others, only the invoked power functions. Although not a curse, the Crown of Good does have a drawback in that its owner (whether the Crown of Good is worn or not) is no longer capable of telling a falsehood or performing an act that would normally be considered evil. Note that this prevents the character from bluffing or making threats he does not intend to carry out. Even haggling in the marketplace can become difficult, should the character manage to dicker the price down to a “steal.”

The Powers and Curse of the Crown of Good are the abilities and drawbacks of the coronet of light, one of the pieces of the Regalia of Good. The Crown of Good is a powerful and radiant artifact that can enhance and protect its wearer, but also limit and harm them if they are not aligned with its ethos. The Crown of Good is a symbol of divine favor and trust, but also a sign of divine responsibility and scrutiny.

Powers and Curse of the Scepter of Good: The Abilities and Drawbacks of the Rod of Light

The Powers and Curse of the Scepter of Good are the abilities and drawbacks of the rod of light, one of the pieces of the Regalia of Good. The Scepter of Good is a slender rod of polished crystal, entwined with verdant vines of silver and gold and topped with a gem that blazes with brilliant white light. The Scepter of Good grants the following benefits and risks to its wielder:

  • Constant: While the Scepter is gripped, the owner is immune to all wizard spells of the enchantment/charm school, and to all priest spells of the charm sphere. This means that the owner cannot be affected by spells that manipulate or control their mind or emotions, such as charm personhold persongeas, etc.
  • Invoked: Upon the wielder’s mental command, anyone touched by the Scepter must save vs. paralyzation or be held motionless for 3d6 rounds. This is a powerful ability that can immobilize an enemy or a threat, rendering them helpless and vulnerable. The Scepter also functions as a Rod of Rulership with endless charges. This is a magical rod that can charm up to 300 HD of creatures within 120 feet, making them obey the wielder’s commands for one day. This is a useful ability that can sway or control a large group of people or creatures, such as a crowd, an army, or a horde.
  • Curse: The Scepter is sensitive to alignment. Neutral characters who touch the Scepter suffer 5d6 points of damage (no saving throw). Evil characters who touch it must save vs. death, and those who succeed still suffer 5d6 points of damage. Even good characters must be lawfully so to benefit from the constant powers of this artifact. For others, only the invoked power functions. Not viewed as a curse by the powers of Good, the owner of the Scepter must live up to noble ideals. Specifically, the owner of the Scepter must always come to the aid of those in need, whether they be accused innocents in the marketplace or oppressed multitudes in some distant land. This call cannot be refused or resisted unless the character is already involved in another quest or actively battling the champion of the other powers. The master of the Scepter becomes a true knight-errant, forever galloping off to right every wrong.

The Powers and Curse of the Scepter of Good are the abilities and drawbacks of the rod of light, one of the pieces of the Regalia of Good. The Scepter of Good is a powerful and radiant artifact that can protect and command its wielder, but also limit and harm them if they are not aligned with its ethos. The Scepter of Good is a symbol of divine authority and leadership, but also a sign of divine duty and scrutiny.

Powers and Curse of the Orb of Good: The Abilities and Drawbacks of the Sphere of Light

The Powers and Curse of the Orb of Good are the abilities and drawbacks of the sphere of light, one of the pieces of the Regalia of Good. The Orb of Good is a sphere of purest crystal, encased in a filigree cage of golden laurel leaves. As large as a cannonball, it is nonetheless quite light and easy to carry. The Orb of Good grants the following benefits and risks to its owner:

  • Invoked: All of the Orb of Good’s powers must be activated with a command word (DM’s choice). First, it functions as a gem of brightness with unlimited charges. This is a magical gem that can emit bright light or dazzling flashes that can blind or damage enemies. Second, the Orb of Good can heal (1/day) any creature that touches it. This is a powerful ability that can restore all hit points and cure all diseases, poisons, curses, and level drains.
  • Random: The Orb of Good possesses one ability from Table 16: Divination. This is randomly determined by rolling 1d20 on the table. The ability allows the owner to gain some insight or knowledge about a person, place, thing, or event. The ability can be used once per day, for one round per level of the owner.
  • Curse: Like the Crown of Good and Scepter of Good, the Orb of Good is selective about who handles it. Neutral characters who touch the Orb suffer 5d6 points of damage (no saving throw). Evil characters who touch it must save vs. death, and those who succeed still suffer 5d6 points of damage. Good characters of less than lawful purity can only use the healing ability of the Orb of Good. For others, only the invoked power functions. Another consideration for the owner of the Orb is that he must give up all worldly possessions (to charity) and forever renounce all titles and claims; knights forswear their lieges, priests leave their temples, and wizards give up their magical wonders. Only the other pieces of the Regalia (if available) and the most humble of dress and weapons (all nonmagical) may be retained. Anything given up cannot be reclaimed after the artifact has disappeared.
  • Resonating (two items): If any two items of the Regalia are possessed by a single character, additional benefits accrue. Upon gaining the second item, the character immediately gains one level of experience, and his experience point total is set halfway to the next level. The character gains all benefits of the new level. This can only happen once to a character or adventuring party (unless the current owner dies). Even if the items are stolen and then returned to a different member of the group, the benefit will not result. Possessing two of the three items also adds one power from both Table 20: Elemental Earth and Table 28: Offensive Powers.
  • Resonating (all items): If all three items are held by a single creature, all the benefits described above are received, plus the Regalia reveal another power from Table 26: Minor Spell-like Powers, Table 27: Movement, and Table 31: Personal Enhancement. These bonuses last only as long as the creature retains all pieces of the Regalia. If one is lost, stolen, or surrendered, the benefits of possessing all three are immediately lost.
  • Resonating Curse: Possession of any two pieces of the Regalia causes no additional harm (beyond those already described). However, once a character gains all three items, artifact transformation begins, and the character gradually becomes a planetar aasimon. If the change is completed, a PC is forever lost (NPC status), but if the Regalia is lost or removed prior to the final phase, the character slowly reverts to normal.

The Powers and Curse of the Orb of Good are the abilities and drawbacks of the sphere of light, one of the pieces of the Regalia of Good. The Orb of Good is a powerful and radiant artifact that can heal and enlighten its owner, but also limit and harm them if they are not aligned with its ethos. The Orb of Good is a symbol of divine generosity and wisdom, but also a sign of divine sacrifice and scrutiny.

Destruction of the Regalia of Good: The Methods and Challenges of Destroying the Artifacts of Light

The Destruction of the Regalia of Good are the methods and challenges of destroying the artifacts of light, one of the sets of the Regalia of Might. The Regalia of Good are powerful and radiant artifacts that were forged by the deities of Good to end a cosmic war. The Regalia of Good are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Good are as follows:

  • Smelt down the items at the forges of the deities who fashioned them: This is the most direct and effective way to destroy the Regalia of Good, as it would undo their creation and return them to their original materials. However, this method is also very dangerous and impractical, as it would require access to the celestial realms where the forges are located, as well as permission or stealth from the deities who guard them. Moreover, this method would likely anger or offend the deities who created them, as they would see it as a sacrilege or a betrayal.
  • Whisper the Ten-Thousand Secrets of Destruction over each one: This is a more subtle and arcane way to destroy the Regalia of Good, as it would unravel their magic and essence with ancient words of power. However, this method is also very obscure and risky, as it would require knowledge and mastery of the Ten-Thousand Secrets of Destruction, a forbidden lore that is hidden and guarded by many forces in the multiverse. Moreover, this method would likely attract or awaken many enemies or dangers, as they would sense or hear the secrets being spoken.
  • The items disappear with the end of the reign of the gods: This is a more passive and prophetic way to destroy the Regalia of Good, as it would wait for their natural expiration and dissolution with the changing of the cosmic order. However, this method is also very uncertain and vague, as it would depend on when and how the end of the reign of the gods will happen, a mystery that is beyond mortal comprehension. Moreover, this method would likely be irrelevant or futile, as it would imply that the multiverse itself will be destroyed or transformed along with the Regalia.

The Destruction of the Regalia of Good are the methods and challenges of destroying the artifacts of light, one of the sets of the Regalia of Might. The Regalia of Good are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Good are not impossible, but they are very improbable and perilous. The Destruction of the Regalia of Good are a matter of curiosity and speculation, but also a matter of caution and respect.

Powers and Curse of the Crown of Neutrality: The Abilities and Drawbacks of the Coronet of Balance

The Powers and Curse of the Crown of Neutrality are the abilities and drawbacks of the coronet of balance, one of the pieces of the Regalia of Neutrality. The Crown of Neutrality is carved from a single piece of smoky quartz, polished dazzlingly smooth; when worn, the creature’s face is concealed behind a shimmering smoky veil that radiates from the Crown. The Powers and Curse of the Crown of Neutrality are as follows:

  • Constant: So long as this Crown of Neutrality is worn, the owner can automatically distinguish between truth, half-truth, and lies he hears or reads. Only an undetectable lie can conceal the truth. This means that the owner can detect any deception or manipulation in any communication, and act accordingly.
  • Random: The Crown of Neutrality possesses two abilities from Table 16: Divination. These are randomly determined by rolling 1d20 twice on the table. The abilities allow the owner to gain some insight or knowledge about a person, place, thing, or event. Each ability can be used once per day, for one round per level of the owner.
  • Curse: The Crown of Neutrality functions best for those of true neutral alignment. Characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw) when first touching the items, and such characters can use only their invoked powers. Other-aligned characters who touch the artifact suffer 5d6 points of damage (no saving throw). True neutral characters are possessed of the impartial nature of the cold Neutral powers, and expose all lies they hear. No matter who speaks (even himself), the wearer must reveal falsehoods so fair judgements can be made.

The Powers and Curse of the Crown of Neutrality are the abilities and drawbacks of the coronet of balance, one of the pieces of the Regalia of Neutrality. The Crown of Neutrality is a subtle and discreet artifact that can reveal and discern truth, but also limit and harm those who are not aligned with its ethos. The Crown of Neutrality is a symbol of divine impartiality and wisdom, but also a sign of divine detachment and scrutiny.

Powers and Curse of the Scepter of Neutrality: The Abilities and Drawbacks of the Rod of Harmony

The Powers and Curse of the Scepter of Neutrality are the abilities and drawbacks of the rod of harmony, one of the pieces of the Regalia of Neutrality. The Scepter of Neutrality is a rod almost as long as a staff. It is made from smoky quartz and sparkles with flashes of light – some brilliant white, others blood red. When gripped, a thin wisp of smoke trails from the tip. The Powers and Curse of the Scepter of Neutrality are as follows:

  • Constant: The holder of the Scepter regenerates 2 hit points per round, but cannot regenerate from fire, acid, (un)holy water, or death, nor will severed limbs regenerate. This means that the holder can heal from most wounds quickly, but not from those that are extreme or opposed to their ethos.
  • Invoked: Upon command, the Scepter will generate a thunderclap like a staff of thunder and lightning. This is a loud noise that can deafen and damage enemies within 30 feet, unless they save vs. spell. The Scepter also functions as a rod of beguiling. This is a magical rod that can charm one creature within 120 feet, making them friendly and obedient to the holder, unless they save vs. spell.
  • Random: The Scepter endows the wearer with one power from Table 15: Detection. This is randomly determined by rolling 1d20 on the table. The power allows the holder to detect various things, such as alignment, magic, traps, invisibility, etc. The power can be used once per day, for one turn per level of the holder.
  • Curse: The Scepter is sensitive to alignment. Characters of non-neutral alignment who touch the artifact for the first time suffer 5d6 points of damage (no saving throw), and characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw). Such characters can only use the invoked powers of the Scepter, provided they can identify them. Desiring harmony and balance, the powers of Neutrality require the holder of the Scepter to seek a settlement to all disputes. The settlement can be a truce, surrender, payment, bribe, or whatever, as long as peace is attained. The character cannot allow any dispute to remain unnegotiated, be it a war between two kingdoms or a jealous lovers’ duel.

The Powers and Curse of the Scepter of Neutrality are the abilities and drawbacks of the rod of harmony, one of the pieces of the Regalia of Neutrality. The Scepter of Neutrality is a subtle and discreet artifact that can heal and charm its holder, but also limit and harm those who are not aligned with its ethos. The Scepter of Neutrality is a symbol of divine balance and harmony, but also a sign of divine obligation and scrutiny.

Powers and Curse of the Orb of Neutrality: The Abilities and Drawbacks of the Sphere of Balance

The Powers and Curse of the Orb of Neutrality are the abilities and drawbacks of the sphere of balance, one of the pieces of the Regalia of Neutrality. The Orb of Neutrality is a smoky quartz held within a cage of green jade, carved like smoke. The Orb of Neutrality grants the following benefits and risks to its owner:

  • Constant: When gazed through, the Orb of Neutrality functions as a gem of seeing. This is a magical gem that can see through illusions, invisibility, darkness, and other forms of concealment. The gem can also detect secret doors, traps, and alignment.
  • Invoked: The Orb of Neutrality creates a floating fiery symbol of persuasion (1/day). This is a magical symbol that can charm up to 150 HD of creatures within 60 feet, making them friendly and cooperative to the owner, unless they save vs. spell.
  • Random: The Orb of Neutrality has two powers from Table 33: Protections. These are randomly determined by rolling 1d20 twice on the table. The powers grant the owner some form of defense or resistance against various attacks or effects. Each power can be used once per day, for one round per level of the owner.
  • Curse: The Orb of Neutrality is sensitive to alignment. Characters of non-neutral alignment who touch the artifact for the first time suffer 5d6 points of damage (no saving throw). Characters of neutral good or neutral evil alignment suffer 3d6 points of damage (no saving throw). Such characters can only use the constant powers of the Orb, provided they can identify them. The bearer of the Orb must always abide by the terms of any oath, deal, vow, treaty, pact, contract or other agreement that he makes. This power is in effect even when the character is not holding the Orb—possession of the artifact is all that is required.
  • Resonating (two items): If any two pieces of the Regalia of Neutrality are possessed together, the character who wields them immediately gains one level of experience, and his experience point total is set halfway to the next level. The character immediately gains all the benefits of the new level. This can only happen once per character or adventuring party (unless the current owner dies). Even if the items are stolen and returned to a different party member, the benefit doesn’t occur. The holder of two parts of the Regalia gains one additional power from both Table 26: Minor Spell-Like Powers and Table 25: Major Spell-like Powers.
  • Resonating (all items): If all three items are held by a single creature, all the benefits described above are received, plus the Regalia reveal another power from Table 13: Conjuration, Table 28: Offensive Powers, and Table 31: Personal Enhancement. These bonuses last only as long as the creature retains all three pieces of the Regalia. If any one of them is lost, stolen, or surrendered, the benefits of having all three are lost.
  • Resonating Curse: Possession of any two pieces of the Regalia of Neutrality causes no additional harm (beyond those already described). However, once all three items are held, the process of artifact transformation begins. The character slowly transforms into a Marut. If the transformation is complete, a PC is lost forever (NPC status). Should the Regalia be lost or removed prior to the final phase, the character slowly reverts to normal.

The Powers and Curse of the Orb of Neutrality are the abilities and drawbacks of the sphere of balance, one of the pieces of the Regalia of Neutrality. The Orb of Neutrality is a subtle and discreet artifact that can see and charm its owner, but also limit and harm those who are not aligned with its ethos. The Orb of Neutrality is a symbol of divine balance and harmony, but also a sign of divine obligation and scrutiny.

Destruction of the Regalia of Neutrality: The Methods and Challenges of Destroying the Artifacts of Balance

The Destruction of the Regalia of Neutrality are the methods and challenges of destroying the artifacts of balance, one of the sets of the Regalia of Might. The Regalia of Neutrality are subtle and discreet artifacts that were forged by the deities of Neutrality to end a cosmic war. The Regalia of Neutrality are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Neutrality are as follows:

  • The items vanish when Good and Evil reach a perfect stalemate: This is a theoretical and improbable way to destroy the Regalia of Neutrality, as it would require a perfect balance and harmony between the forces of Good and Evil in the multiverse. This would mean that neither side would have any advantage or disadvantage over the other, and that no conflict or cooperation would occur between them. This would also mean that the Regalia of Neutrality would have no purpose or function, as they would not be needed to maintain or restore the natural order and balance. Therefore, they would simply disappear, as they would have fulfilled their divine mandate.
  • Immerse them for 1,000 years in the pure essences of the Positive and Negative Material Planes: This is a practical and effective way to destroy the Regalia of Neutrality, as it would expose them to the opposite and extreme forces of creation and destruction in the multiverse. The Positive Material Plane is a plane of pure energy and life, where everything is constantly growing and expanding. The Negative Material Plane is a plane of pure entropy and death, where everything is constantly decaying and collapsing. By immersing the Regalia of Neutrality in these planes for 1,000 years, they would be eroded and annihilated by their opposing energies, as they would not be able to withstand or resist them.
  • They lose power when someone buys them from the gods of Neutrality: This is a paradoxical and ironic way to destroy the Regalia of Neutrality, as it would involve a transaction and a compromise between mortals and deities. The gods of Neutrality are not interested in wealth or possessions, but they are interested in balance and fairness. Therefore, they might be willing to sell their Regalia to someone who can offer them something that they value or need, such as a service, a favor, or a sacrifice. However, by doing so, they would also lose their connection and control over their Regalia, as they would no longer be their creators or owners. Therefore, the Regalia would lose their power and essence, as they would no longer be aligned with their ethos.

The Destruction of the Regalia of Neutrality are the methods and challenges of destroying the artifacts of balance, one of the sets of the Regalia of Might. The Regalia of Neutrality are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Neutrality are not impossible, but they are very improbable and perilous. The Destruction of the Regalia of Neutrality are a matter of curiosity and speculation, but also a matter of caution and respect.

Powers and Curse of the Crown of Evil: The Abilities and Drawbacks of the Coronet of Darkness

The Powers and Curse of the Crown of Evil are the abilities and drawbacks of the coronet of darkness, one of the pieces of the Regalia of Evil. The Crown of Evil is a twisted crown of black iron, studded with jagged spikes and blood-red gems. When worn by a like-aligned creature, the crown emits a dark aura that obscures the wearer’s face. The Powers and Curse of the Crown of Evil are as follows:

  • Constant: When worn, the Crown of Evil confers fire giant Strength (Str 22: +4 to hit, +10 damage) upon its wearer. This means that the wearer can strike harder and inflict more damage with any physical attack, such as a weapon or a fist.
  • Invoked: By touch, the wearer of the Crown of Evil can animate dead (3/day). This is a necromantic ability that can raise corpses as zombies or skeletons under the wearer’s control. The wearer can animate up to 2 HD per level of dead creatures per use.
  • Random: The Crown of Evil endows the wearer with one power from Table 33: Protections. This is randomly determined by rolling 1d20 on the table. The power grants the wearer some form of defense or resistance against various attacks or effects. The power can be used once per day, for one round per level of the wearer.
  • Curse: The Crown of Evil is attuned only to those of extremely evil alignment. Neutral characters who touch the crown for the first time suffer 5d6 points of damage (no saving throw), although neutral evil characters are allowed a saving throw vs. spell to halve the damage. Good characters who touch it for the first time must save vs. death, and those who succeed still suffer 5d6 points of damage. Among evil characters, only those of chaotic bent can use all the item’s powers. For others, only the constant power functions correctly. As part of their perverse blessing on the Crown, the powers of Evil constructed the artifact so that, when worn, it is impossible for the owner to answer any question truthfully. Perhaps the rationale behind implementation of such a power was to protect their champion from interrogation, or perhaps it was just a whim. The champion can speak truthfully of his own accord, but any question put to him automatically results in a lie.

The Powers and Curse of the Crown of Evil are the abilities and drawbacks of the coronet of darkness, one of the pieces of the Regalia of Evil. The Crown of Evil is a powerful and sinister artifact that can enhance and command its wearer, but also limit and harm them if they are not aligned with its ethos. The Crown of Evil is a symbol of divine might and malice, but also a sign of divine deceit and scrutiny.

Powers and Curse of the Scepter of Evil: The Abilities and Drawbacks of the Rod of Darkness

The Powers and Curse of the Scepter of Evil are the abilities and drawbacks of the rod of darkness, one of the pieces of the Regalia of Evil. The Scepter of Evil is a black iron rod, twisted and jagged like a lightning bolt, with a blood-red ruby at its tip. When wielded by a like-aligned creature, the rod emits a dark aura that fills the wielder with dread and terror. The Powers and Curse of the Scepter of Evil are as follows:

  • Invoked: Upon command, the Scepter functions as a rod of terror (with no chance of Charisma loss). This is a magical rod that can cause fear or panic in enemies within 120 feet, unless they save vs. spell. The rod can also create a symbol of fear (1/day) that affects anyone who sees it, unless they save vs. spell.
  • Random: The holder of the Scepter gains two abilities from Table 28: Offensive Powers. These are randomly determined by rolling 1d20 twice on the table. The abilities grant the holder some form of attack or damage against enemies or objects. Each ability can be used once per day, for one round per level of the holder.
  • Curse: Like all pieces of the Regalia of Evil, the Scepter is attuned only to those of evil alignment. Characters of differing alignments who handle the Scepter suffer the same effects as given for the Crown of Evil. Among evil characters, only those of chaotic alignment can use all the item’s powers. For others, the Scepter functions only as a rod of terror. As befits the nature of Evil, the bearer of the Scepter quickly comes to imagine himself as supreme, the natural leader and ruler of all. Only powers of demigod or greater status are immune to this, since they already consider themselves to be (and they are) supreme beings. Those overcome with self-importance can no longer accept any settlement or compromise. The bearer of the Scepter must be first in all things. He will not relent until all those who stand in opposition (be they friend or foe) recognize his might, abjectly surrender, flee in terror, or lie crushed beneath his heel. Indeed, the greater the foe, the more urgent grows the desire to overthrow them.

The Powers and Curse of the Scepter of Evil are the abilities and drawbacks of the rod of darkness, one of the pieces of the Regalia of Evil. The Scepter of Evil is a powerful and sinister artifact that can terrify and harm its wielder, but also limit and harm them if they are not aligned with its ethos. The Scepter of Evil is a symbol of divine terror and domination, but also a sign of divine arrogance and scrutiny.

Powers and Curse of the Orb of Evil: The Abilities and Drawbacks of the Sphere of Darkness

The Powers and Curse of the Orb of Evil are the abilities and drawbacks of the sphere of darkness, one of the pieces of the Regalia of Evil. The Orb of Evil is a black iron sphere, covered with spikes and chains, and dripping with blood. When held by a like-aligned creature, the orb emits a dark aura that fills the holder with dread and terror. The Powers and Curse of the Orb of Evil are as follows:

  • Constant: When held, the Orb automatically allows its owner to command any nonplanar undead creature within 30 feet. The undead are controlled as long as they remain within the radius of effect and for 1d4 + 1 hours thereafter. The character need but speak his desires and they are unwaveringly executed by the commanded undead. (Free-willed and mindless undead are affected equally.) This means that the owner can dominate and use any undead creature that is not native to their plane, such as zombies, skeletons, vampires, liches, etc.
  • Random: The orb possesses two abilities from Table 26: Minor Spell-Like Powers. These are randomly determined by rolling 1d20 twice on the table. The abilities grant the owner some form of magical effect or power that can be used at will. The abilities can be beneficial or harmful, depending on how they are used.
  • Curse: Like all parts of the Regalia, the Orb of Evil is attuned only to those of evil alignment. Characters of differing alignments who handle the Orb suffer the same effects as given for the Crown of Evil. Among evil characters, only those of chaotic disposition can use all the item’s powers. For others, only the Orb’s invoked powers can be used. Furthermore, the Orb itself covets worldly goods, particularly magical items. Before its constant power can be used, it must be activated by the sacrifice of a permanent magical item (including chargeable items). Once touched by the Orb, the item crumbles to dust. The wielder of the Orb also must own the magical item in question—merely touching the Orb to someone else’s magical armor will not do, for example. Items destroyed by the Orb are forever lost, beyond even the power of deities to recover. Once activated, the Orb’s constant powers function for 24 hours.
  • Resonating (two items): If any two pieces of the Regalia of Evil are possessed, the character immediately gains one experience level, and his experience point total is set halfway to the next level. The character immediately gains all the benefits of the new level. This can only happen once per character or party (unless the current owner dies). Even if the items are stolen and returned to a different member of the group, the benefit doesn’t occur. In addition, the holder of two parts gains an extra power from both Table 16: Divination and Table 28: Offensive Powers.
  • Resonating (all items): If all three items are held by a single creature, all the benefits described above are received. In addition, the Regalia reveal another power from Table 33: Protections, Table 18: Elemental Fire, and Table 31: Personal Enhancement. These bonuses last for as long as all three pieces of the Regalia are retained. If any one of them is lost, stolen, or surrendered, the benefits are lost.
  • Resonating Curse: Possession of any two pieces of the Regalia causes no additional harm (beyond those already described). However, once a character gains all three items, the process of artifact transformation begins. The character slowly transforms into a bebilith, an odious servant of death and torture. If the transformation is complete, a PC is lost forever (NPC status). Should the Regalia be lost or removed prior to the final phase, the character slowly reverts to normal.

The Powers and Curse of the Orb of Evil are the abilities and drawbacks of the sphere of darkness, one of the pieces of the Regalia of Evil. The Orb of Evil is a powerful and sinister artifact that can command and destroy its owner, but also limit and harm them if they are not aligned with its ethos. The Orb of Evil is a symbol of divine terror and domination, but also a sign of divine greed and scrutiny.

Destruction of the Regalia of Evil: The Methods and Challenges of Destroying the Artifacts of Darkness

The Destruction of the Regalia of Evil are the methods and challenges of destroying the artifacts of darkness, one of the sets of the Regalia of Might. The Regalia of Evil are powerful and sinister artifacts that were forged by the deities of Evil to end a cosmic war. The Regalia of Evil are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Evil are as follows:

  • The powers of Good utterly conquer the powers of Evil: This is a theoretical and improbable way to destroy the Regalia of Evil, as it would require a total and final victory of the forces of Good over the forces of Evil in the multiverse. This would mean that all evil creatures and planes would be destroyed or redeemed, and that no conflict or corruption would occur between them. This would also mean that the Regalia of Evil would have no purpose or function, as they would not be needed to maintain or restore the natural order and balance. Therefore, they would simply disappear, as they would have fulfilled their divine mandate.
  • The items are buried at the very heart of the Positive Material Plane: This is a practical and effective way to destroy the Regalia of Evil, as it would expose them to the opposite and extreme force of creation and life in the multiverse. The Positive Material Plane is a plane of pure energy and life, where everything is constantly growing and expanding. By burying the Regalia of Evil in this plane, they would be overwhelmed and annihilated by its energy, as they would not be able to withstand or resist it.
  • The powers of Evil are tricked into destroying them: This is a paradoxical and ironic way to destroy the Regalia of Evil, as it would involve a deception and a betrayal between mortals and deities. The gods of Evil are not interested in harmony or balance, but they are interested in power and domination. Therefore, they might be tricked into destroying their Regalia by someone who can offer them something that they desire or fear, such as a challenge, a threat, or a bargain. However, by doing so, they would also lose their connection and control over their Regalia, as they would no longer be their creators or owners. Therefore, the Regalia would lose their power and essence, as they would no longer be aligned with their ethos.

The Destruction of the Regalia of Evil are the methods and challenges of destroying the artifacts of darkness, one of the sets of the Regalia of Might. The Regalia of Evil are very difficult to destroy, as they are protected by divine magic and will. The Destruction of the Regalia of Evil are not impossible, but they are very improbable and perilous. The Destruction of the Regalia of Evil are a matter of curiosity and speculation, but also a matter of caution and respect.

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AD&D Book of Artifacts
AD&D Book of Artifacts